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Messages - ChainsawAardvark

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16
Suggestions / Re: Soldiers to recruit.... elite....
« on: November 10, 2014, 07:28:07 am »
There is already an alternative to rookie troops, in the forms of the automated tanks. More armor, more TUs, and heavy weapons in one platform, with no monthly salary or need to micromanage equipment. Of course, the trade off is they're expensive, large, only a few go on the mission, don't really get better (indeed if they get the kills, the rest of the solders don't advance...) etcetera.

Perhaps what we need is something like the modern TALON/SWORD combat robots rather than elite troopers. Arpia already made a scout drone mod - give it an assault rifle rather than a smoke launcher, up the cost a bit, and there you go.

Since these are remotes operating on cameras (and in 1999, not even mega-pixel class digital units yet) even if they're cheap, they're not accurate, and have fairly low TUs due to limited control schemes.

To make this even more strategic, maybe there are a few different types of drones with specific specialties, so you need to pick and choose what you have. A standard Talon is a decent shot, but has no reaction fire ability, while sentry guns have high reaction and a sniper rifle, but don't move fast. Bomb disposal drones may be able to plant heavy explosives/grenades and have electronic disable units (ie stun rods) but no ranged weapons. Human soldiers have greater adaptability.

Unfortunately, I'm not all that good at programming, so I can't make a complete mod for remote robots myself, but if someone wants to take this and run with it, you have my interest.

17
Suggestions / Re: [SUGGESTION][MOD] New laser weapons mod
« on: November 08, 2014, 10:50:49 pm »
NeoWorm has a mod that reverses the progression of the laser weapons: From Heavy to Light.  Its a change I rather like.

TyrianNick's Mass Accelerator weapons are listed as laser damage, and are more or less a replacement/next tier for plasma weapons, depending on what mods you include.

Modest Rebalance 2.0 includes some new weapons (SMG, LMG, Magnum, and Sniper) to fill tactical roles.

18
Suggestions / Re: Soldiers to recruit.... elite....
« on: November 08, 2014, 10:37:07 pm »
Let us look at this from a different angle. How about instead seeking to have a pool of great soldiers from the start, we modify the way soldiers level up? Very few people start off ready to fight otherworldly horrors, but X-com is very much a sink or swim environment. New weapons, armor, and camaraderie with the other fighters should quickly raise competence.

So perhaps either the threshold for learning is lowered, or the die rolled for each action taken is raised. According the the UFOpedia on experience one or two shots is a coin flip for skill advancement, 6-10 successful shots is 1d4, and 11 plus is 2d6. How about instead it becomes 1d4, 1d6, 1d8, 1d10? Or more esoteric distribution of: 1d3, 1d4+1, 1d6, 1d5+2?

This means that now there is more pay-off for everyone trying to get in a shot or three, rather than relying on a few good soldiers to do everything and advance the most. Since it tops out lower, there is less focus on glory/kill hogs - but those who take any action are better rewarded.

Some care and feeding of rookies is still required, but you won't be limited to one elite cadre either.

19
Released Mods / Re: [WEAPON] Dart Rifle
« on: November 04, 2014, 07:14:02 pm »
Thanks for producing this mod. I've been trying this out in my most recent game. It hasn't worked so well, but that is mostly my fault. Rookies go through a hazing ritual where they need to stun an alien, and well most of them have low accuracy... Who does risk precious snipers with stun weapons? (keep them ready if the stun fails!)

It is nice to have a ranged stun weapon though. I feel something is a bit amiss in either the TU or accuracy department, but as I said, my test is a bit skewed. The stun launcher pretty much defaults to one shot a turn due to the need to reload and size of ammunition. A rifle should be a bit easier to follow up shots on.

Just a thought - perhaps the C level of the dart could be an actual lethal toxin (a nerve agent?) so even if the small launcher renders the stun function obsolete,  it has some utility against things you don't want to capture.

20
Work In Progress / Re: [RESEARCH/PROGRESSION] Lasers from Heavy to Pistol
« on: October 31, 2014, 05:31:16 pm »
First of all, let me thank you for this mod. This is something I've wanted for X-com for a long time. The tech progression from large to small makes more sense to me, and getting the heavy laser earlier means its less overshadowed by the plasma weapons.

Have you ever considered adding an alien alloy cost to the lasers? If you consider a progression like 12/8/4/0 for cannon/heavy/rifle/pistol it solves two of the problems mentioned above. Despite receiving the cannons early on, they can't be manufactured and built infinitely, or at least not without also dedicating engineers to producing other materials. On the other hand, the pistol costing only money is a big advantage over the plasma weapons available later on. With advanced craft, power armor, and weapons all competing for scarce supplies - mere money  isn't such a concern.

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